So here’s my first jab at a Compendium Class, the Lich, because our wizard actually turned into one as of last game.

So here’s my first jab at a Compendium Class, the Lich, because our wizard actually turned into one as of last game.

So here’s my first jab at a Compendium Class, the Lich, because our wizard actually turned into one as of last game.

And man, I think I suck at it. >.> Neither of the Advanced moves feel particularly right, while I still feel like there should be a third move that suggests some kind of mastery for necromantic magic. Suggestions for improving it will be welcome! 

9 thoughts on “So here’s my first jab at a Compendium Class, the Lich, because our wizard actually turned into one as of last game.”

  1. Id just say the trigger, then ‘lose all your xp and take the Rejuvenation move’.

    I would rewrite fear the dead to add a narrative complication such as:

    When you use your undead nature to instill fear, roll +CHA. On a 10+ they flee in terror, 

    on a 7-9 they will return seeking your destruction.

    Cool concept!

  2. Thanks for the positive comments, gaiz. 😀

    Nathan Roberts , my first version for Fear the Dead actually looked very similar. I was kind of afraid of a blanket “runs away in panic” effect, though now that I think about it, that probably seems to be what will make taking the move worthwhile.

    Krusty Wightbred ooh, I don’t have Number Appearing yet. Is there a lich PC option there, too? 

  3. I edited the Fear the Dead to be closer to Nathan Roberts ‘ suggestion. I Like it because it’s also closer to what I originally envisioned for it.

    Should I still include a clause that will say when the move won’t work? For example, enemies who confront you who are already aware of your lichiness* probably should have some resistance to it, and people who were afraid of you but survived to fight you again some other day is probably mentally prepared for it. Or should I just leave it to the GM to figure out when it shouldn’t work in her narrative?

  4. Leave it to the GM / other players. Misses work so much  better when the GM can make as hard a move as they like without ‘guidance’ from the move itself. Sometimes its ‘seperate them’, sometimes its ‘take away their stuff”, othertimes its  ‘put them in a spot’ or ‘show a downside to their class abilities’.  Its wonderful to have that freedom as a GM.

  5. I think it would be great too to have an additional ‘level up’ move, like say… Soul Drain.

    When you are able to lay your colds hands on another skin to skin  n order to drain their very soul roll + WIS.

    On a 10+  choose 2 on a 7-9  just one:

    * you heal a debility you suffer and inflict one upon your supplicant.

    * Roll your damage, inflict it and then heal by that amount.

    * Your enemies ignore you as a threat.

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